/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h
Temporary structure used to track results of spawning components.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FGameplayCueNotify_SpawnResult
TArray<TObject...
AudioComponents
List of audio components spawned. There may be null pointers here as it matches the defined order.
TArray<TScript...
CameraLensEffects
List of camera len effects spawned. There will be one camera lens effect per local player controller if the effect is played in world.
TArray<TObject...
CameraShakes
List of camera shakes played. There will be one camera shake per local player controller if shake is played in world.
TObjectPtr<UDe...
DecalComponent
Spawned decal component. This may be null.
TObjectPtr<UFo...
ForceFeedbackComponent
Force feedback component that was spawned. This is only valid when force feedback is set to play in world.
TObjectPtr<APl...
ForceFeedbackTargetPC
Player controller used to play the force feedback effect. Used to stop the effect later.
TArray<TObject...
FxSystemComponents
List of FX components spawned. There may be null pointers here as it matches the defined order.